Quote from: kurs on July 01, 2025, 11:59 AMI don't quite understand what this has to do with the wkTerrain module, as far as I know in gfx1 and gfx0 there is for people with vision problems, so the colors are less saturated and that's it. The gfx.dir archive presented here works fine regardless of what palette a specific user terrain file uses, this has been verified, and by the way wormhit1 has not changed at all.
You created a new gfx.dir file which includes some new animations with the intention of replacing these sprites globally in the game. This is cool and fine (although replacing gfx.dir doesn't work for me, I had to replace gfx0.dir / gfx1.dir)
But this got me thinking about a feature in wkTerrainSync where you can SELECTIVELY replace sprites for a custom terrain by simply including the .spr files with the terrain. wkTerrainSync supports replacing sprites from gfx0 and gfx1, so it's wise to include files for both.
So then I thought, wouldn't it be cool if you could upload just those changed .spr files so people could use them in wkTerrainSync for custom terrains if they wanted.
But then I found an issue. wkTerrainSync merges the replacement .spr files with the gfx set that the player uses (gfx0 or gfx1) and so the palettes must match. Your gfx.dir has a new palette so the replacement spr files wouldn't work directly, so I had to extract what I wanted to use and convert to the default gfx0 and gfx1 palettes. This way, when people play the Halloween terrain, they will see the new animations regardless of if they use gfx0 or gfx1.
I changed wormhit1.spr so that it always shows blood (and I tweaked the image a bit), to go with the Halloween theme.